TIG121 - Kogntitiva perspektiv på människa-dator interaktion - 2024-11-12 Flashcards

1
Q

Seven Stages of Action

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Definition: The Seven Stages of Action is a model in Human-Computer Interaction (HCI) that describes the mental steps a user goes through when interacting with a system, from forming a goal to evaluating the outcome.

Explanation: Imagine ordering a pizza. You first have to decide what you want (goal formation), then figure out how to order (plan), then execute the steps (action), then perceive the results (perceive), then interpret those results (interpret), then decide if you’re satisfied (evaluate), and finally, you might reflect on the process (reflect).

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2
Q

Goal

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Definition: A goal is the desired outcome or state that an individual aims to achieve through their actions and behaviors.

Explanation: Think of a goal as a destination on a map. You know where you want to go, and you plan your route (actions) to get there. Goals provide direction and motivation for our actions.

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3
Q

Plan

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Definition: A plan is a detailed outline or strategy that specifies the steps, actions, and resources needed to achieve a desired outcome.

Explanation: Think of a plan as a roadmap. It guides you from your starting point (current situation) to your destination (desired outcome), outlining the specific routes and checkpoints you need to follow.

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4
Q

Specify

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Definition: Specify refers to the design principle of providing users with clear and unambiguous instructions or options, reducing ambiguity and uncertainty.

Explanation: Imagine a map with only one path to your destination. That’s specifying - eliminating confusion by presenting a clear and direct way forward. It’s like giving users a set of instructions that leave no room for interpretation.

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5
Q

Perform

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Definition: Perform refers to the user’s ability to successfully complete a task using a product or system.

Explanation: Think of it like a musician playing a song. Perform means the user can ‘play’ the product or system to achieve their goal, just like a musician plays their instrument to create music.

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6
Q

Perceive

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Definition: Perceive is the process of becoming aware of something through our senses.

Explanation: Imagine your eyes as cameras capturing images. Perceiving is the brain’s interpretation of those images, making sense of what you see.

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7
Q

Interpret

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Definition: Interpret is the process of assigning meaning to sensory information received from the environment.

Explanation: Imagine you’re reading a book. You see words on the page, but you don’t just see black squiggles. You interpret those squiggles as letters, words, and sentences, giving them meaning and understanding.

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8
Q

Compare

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Definition: Compare is a cognitive process that involves examining two or more objects, ideas, or experiences to identify similarities and differences.

Explanation: Think of comparing as putting two objects side-by-side and looking for what makes them alike and what makes them different. It’s like playing ‘spot the difference’ but with your mind.

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9
Q

Visceral

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Definition: Visceral design refers to the immediate, instinctive, and emotional responses elicited by a product or interface.

Explanation: Think of it as the ‘gut feeling’ you get when you first encounter something. A sleek, ergonomic chair might evoke a visceral sense of comfort, while a clunky, outdated website might trigger a visceral feeling of frustration.

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10
Q

Behavioral

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Definition: Behavioral refers to the study and analysis of user actions and interactions with a product or system.

Explanation: Think of it like watching someone use a smartphone. You observe their taps, swipes, and facial expressions to understand how they interact with the device. This is behavioral analysis, focusing on what users do rather than what they say.

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11
Q

Reflective

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Definition: Reflective refers to the ability of a design element to provide feedback to the user about its state or the result of an action. This feedback can be visual, auditory, or tactile.

Explanation: Think of a light switch: when you flip it, the light turns on, providing visual feedback. This is reflective design, letting users know what’s happening.

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12
Q

Human Error

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Definition: Human error refers to any action or inaction by a human that leads to an undesirable outcome, deviating from expected or intended behavior.

Explanation: Think of it like a typo: you meant to type ‘the’, but accidentally typed ‘teh’. Human error is a common occurrence, often stemming from misinterpretations, distractions, or simply a lapse in attention.

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13
Q

Slips

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Definition: Slips are errors in action that occur when a person intends to do one thing but ends up doing something else, often due to a lapse in attention or memory.

Explanation: Imagine you’re driving home and automatically turn into your usual street, even though you meant to go to the grocery store. This is a slip, a mistake caused by autopilot mode taking over when your mind is elsewhere.

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14
Q

Action Slips

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Definition: Action slips are unintended errors that occur when our automatic actions deviate from our intended goal, often due to a mismatch between our mental model and the system’s design.

Explanation: Imagine you’re driving home and automatically reach for your usual coffee cup, but it’s not there because you’re in a different car. This is an action slip - your habitual action doesn’t match the current situation.

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15
Q

Memory-Lapse Slips

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Definition: Memory-lapse slips are errors that occur when we forget a step or piece of information during a task.

Explanation: Imagine you’re making a sandwich and forget to put the cheese on. This is a memory-lapse slip, a simple forgetting error that happens in everyday tasks.

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16
Q

Mistakes

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Definition: Mistakes are errors or deviations from intended actions or outcomes, often resulting from misinterpretations, misjudgments, or unintended consequences.

Explanation: Think of a recipe: a mistake is adding the wrong ingredient or forgetting a step. It disrupts the intended outcome, but can be learned from and corrected.

17
Q

Rule-Based Mistakes

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Definition: Rule-based mistakes occur when a user follows a learned rule or procedure that is incorrect or inappropriate for the current situation.

Explanation: Imagine you’re driving a car and always use your left hand to signal. If you switch cars and the signal lever is on the right, you might instinctively reach for the left, making a rule-based mistake.

18
Q

Knowledge-Based Mistakes

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Definition: Knowledge-based mistakes occur when an individual applies incorrect knowledge or a flawed understanding of a situation, leading to an error.

Explanation: Imagine you’re trying to fix a leaky faucet but mistakenly use a screwdriver instead of a wrench. You know you need a tool, but your knowledge about which tool is incorrect, leading to a mistake.

19
Q

Root Cause Analysis

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Definition: Root cause analysis is a systematic problem-solving technique used to identify the fundamental cause of a problem, rather than just addressing its symptoms.

Explanation: Imagine a leaking faucet. Root cause analysis would look beyond the dripping water to find out why the faucet is leaking, such as a worn-out washer or a loose connection. By addressing the root cause, you prevent the problem from recurring.

20
Q

Five Whys

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Definition: The Five Whys is a problem-solving technique that involves repeatedly asking “Why?” to understand the root cause of an issue. It encourages deeper analysis by exploring the underlying reasons behind a problem, moving beyond superficial explanations.

Explanation: Imagine a car that won’t start. Asking “Why?” five times might lead you from a dead battery to a faulty alternator, revealing the true cause. This method helps uncover the root cause, not just the symptom.

21
Q

Deliberate Violations

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Definition: Deliberate Violations refer to intentional design choices that break established conventions or user expectations to achieve a specific effect, often to draw attention or highlight a particular feature.

Explanation: Imagine a website with a bright red button placed in the middle of the page, defying typical button placement. This deliberate violation draws attention to the button and makes it stand out, even if it goes against standard design practices.

22
Q

Design Thinking

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Definition: Design Thinking is a human-centered problem-solving approach that emphasizes empathy, ideation, prototyping, and testing to create innovative solutions.

Explanation: Imagine you’re building a house. Design Thinking is like first understanding the needs of the people who will live there (empathy), then brainstorming different house designs (ideation), building a small model (prototyping), and then testing it out with the residents (testing) before building the real thing.

23
Q

Double-Diamond Model of Design

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Definition: The Double Diamond Model of Design is a framework that outlines the four stages of the design process: Discover, Define, Develop, and Deliver. It emphasizes a divergent and convergent approach, moving from broad exploration to focused solutions.

Explanation: Imagine a diamond shape, where the first half (Discover and Define) is about understanding the problem and its context, and the second half (Develop and Deliver) is about creating and implementing solutions. The model encourages both expansive thinking and focused refinement throughout the process.

24
Q

Human-Centered Design (HCD)

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Definition: Human-Centered Design (HCD) is a design philosophy that prioritizes understanding and meeting the needs of users throughout the design process.

Explanation: Imagine designing a chair. HCD would involve observing how people sit, understanding their comfort needs, and then designing a chair that perfectly suits those needs. It’s about putting the user at the center of the design process.

25
Q

Activity-Centered Design

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Definition: Activity-Centered Design is a design approach that prioritizes the user’s activities and goals, focusing on how the product or service supports and enhances those activities.

Explanation: Imagine designing a kitchen. Activity-Centered Design would focus on how people cook, eat, and socialize in the kitchen, shaping the design around those activities, rather than just focusing on aesthetics.

26
Q

Iteration

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Definition: Iteration is a cyclical process of repeatedly refining a design or product through cycles of design, testing, and evaluation.

Explanation: Think of it like baking a cake: you start with a recipe (initial design), test it out (user testing), adjust the ingredients (improvements), and bake again (iterate) until you get the perfect cake (desired product).

27
Q

Prototyping

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Definition: Prototyping is the process of creating a preliminary version of a product or system, typically using simplified or incomplete designs, to test and refine ideas before final development.

Explanation: Think of prototyping as building a rough draft of a house before actually constructing it. You can test different layouts, materials, and features to see what works best before investing in the final build.

28
Q

Testing

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Definition: Testing is the process of evaluating a design or system by observing its performance under controlled conditions.

Explanation: Imagine you’re baking a cake. Testing is like tasting the batter before baking to ensure it’s the right consistency and flavor. You’re checking if your design works as intended before it’s fully implemented.

29
Q

Featuritis

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Definition: Featuritis is a phenomenon in product design where an excessive number of features are added to a product, often without considering user needs or the overall usability of the product.

Explanation: Imagine a kitchen sink with a dozen different attachments for every possible cleaning task. While impressive, it becomes overwhelming and impractical to use. Featuritis is like adding too many features to a product, making it cluttered and difficult to use effectively.

30
Q

Creeping Featuritism

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Definition: Creeping featurism refers to the tendency for products to become increasingly complex and overloaded with features over time, often without a clear understanding of user needs or priorities.

Explanation: Imagine a simple, elegant knife that’s perfect for basic tasks. Over time, it gets added features � a serrated edge, a bottle opener, a toothpick � until it’s bulky, confusing, and less effective for its original purpose. Creeping featurism is like that: adding features without considering the core value proposition.

31
Q

Incremental Innovation

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Definition: Incremental innovation refers to the process of gradually improving existing products, services, or processes by making small, iterative changes.

Explanation: Think of it like building a house brick by brick. Incremental innovation is about making small improvements over time, rather than completely redesigning the entire structure.

32
Q

Radical Innovation

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Definition: Radical innovation refers to the creation of entirely new products, services, or processes that significantly disrupt existing markets and create new ones.

Explanation: Think of radical innovation as building a whole new house instead of just renovating an existing one. It’s about fundamentally changing the game, not just making incremental improvements.

33
Q

The Rise of the Small

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Definition: The Rise of the Small refers to the increasing prominence of smaller, more focused devices and interfaces that prioritize efficiency and accessibility over traditional large-scale systems.

Explanation: Imagine a giant, clunky computer versus a sleek smartphone. The Rise of the Small favors the smartphone, emphasizing how smaller, more portable devices are becoming increasingly popular and powerful, offering a more user-friendly experience.